Blog Posts

Expedition Log #2: The one where things start falling into place

We’re still up and about, tinkering on our unannouced game. The last weeks have been a lot of fun because we made a lot of progress on different fronts. We can’t wait to share more about our game once it has been officially announced. But without further ado, let’s see how these past weeks have been going for us!

Meet the Expedition Team: Jannik

Jannik joined our team as an intern but quickly became irreplacable to us and we’re very happy to have them as a permanent member in programming now. They are also a gamejam-enthusiast and have worked on countless games despite their young age. Their own project Shutter Stroll is even available on Steam!

Expedition Log #1: The one where we start our devlog

Game development is a wild ride and our current project is no exception – but since we haven’t formally announced the game yet, it’s sometimes hard to share details about what we’re up to and how things are going. That’s why we decided to start a dev log.

Three years of Adventure Jam. Part three: The Ransom

Three years of Adventure Jam. Part three: The Ransom

Adventure Jam 2018 presented me with a new set of challenges I had not anticipated. At first reluctant to join due to time constraints, I decided to team up with old friends and create a small game, optimizing our production by planning ahead as much as possible.

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Three years of Adventure Jam. Part two: One Of Us

Three years of Adventure Jam. Part two: One Of Us

I returned to Adventure Jam in 2017 with a new set of challenges. In 2016 we had joined as a team and always knew what to do and who would do it. We were all working together locally. In 2017 I did not have that luxury. At the time, contact with my old team for AWAKE had broken up and I was a solo developer.

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Our exibition at the Waterkant Festival 2018

Our exibition at the Waterkant Festival 2018 This year’s Waterkant Festival was a very special time for us: not only did we have the chance to show our game ‘The Ransom‘ to the festival audience but we were also involved in organizing a game jam and speaking at the festival. It was our first time … Read more

Three years of Adventure Jam. Part one: Awake

Three years of Adventure Jam. Part one: Awake

Game jams are a magical thing. You get together with friends both old and new and create a video game in a very short timespan. In a way, jams are microcosms. While the jam is going your priorities are shifted, your whole life seems to circle around this tiny little game you are creating – and when the jam is over, what remains is usually a barely playable prototype, deep rings under your eyes and a huge pile of new experiences, lessons learned and treasured moments.

Adventure Jam is a special game jam in many ways. It runs for two weeks, enabling developers to create games that feel a lot more complete and finished than jam games usually are. It’s also a very open jam because there is no theme – creators are free to work on anything they like, as long as it relates to the genre of adventure games in any way. And adventure games can be pretty much anything. But the most special thing about Adventure Jam is its community. While it is technically a competition, the jam feels more like a celebration of good old adventure games and everybody is united by their deep appreciation of the genre.

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Ambiguity in Game Design: What developers can learn from Dear Esther

Ambiguity in Game Design: What developers can learn from Dear Esther

I decided to start this blog with a post about Dear Esther because it was the first game in the relatively new genre of ‘Walking Simulators’. It is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what lies at the core of interactive experiences. What do we really need to present to the player to create a ‘meaningful’ experience?

This post will dive deep into Dear Esther’s creation, intention, and reception and try to draw conclusions from this unique video game experience. Note that this post does contain spoilers and a brief description of the ending, so if you have not yet played Dear Esther you should experience it yourself before reading this post.

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